Skip to main content

Blackbeard

Challenge
Tags
Terrain
str
14
dex
16
con
14
int
14
wis
10
cha
14

AC 16 (padded leather, fighting style)
HP 104 (16d8+32; bloodied 52)
Speed 40 ft.


Proficiency +3; Maneuver DC 14
Saving Throws Dex +8, Int +7
Skills Athletics +5 (1d8), Deception +5 (1d8), Insight +3, Intimidation +5 (1d8), Perception +3, Stealth +6; artisan’s tools (pick one), navigator’s tools, thieves’ tools, water vehicles (1d8)
Senses passive Perception 13
Languages English, Spanish, Thieves’ Cant


Action Surge (1/short rest). On his turn, Blackbeard can take an additional action on top of his regular action and a possible bonus action.

Evasion. When Blackbeard is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Maneuver Master (5d8 maneuver dice/short rest). Blackbeard can expend a maneuver die to perform a single maneuver with an attack.
Command. Blackbeard uses his bonus action to forgo one of his attacks and direct a friendly creature who can see or hear him. The creature uses its reaction and makes a weapon attack, dealing 1d8 additional weapon damage on a successful hit.
Disarm. A creature Blackbeard has hit with an attack takes 1d8 additional damage and makes a DC 14 Strength saving throw or drops one held item of his choice.
Feint. Blackbeard can use his bonus action to feint against one creature within 5 feet. He has advantage on his next attack roll against that creature as long as it before the end of his turn. On a hit he deals 1d8 additional damage.
Sweep. Blackbeard chooses a creature adjacent to him target and within his reach and on a hit, the adjacent creature takes 1d8 damage (of the same type as the weapon attack).
Trip. Blackbeard deals 1d8 additional damage and if the target is a creature of Large size or smaller, it makes a DC 16 Strength saving throw or is knocked prone .

Second-Story Work. Climbing does not cost Blackbeard extra movement. When he makes a running jump, the distance he covers increases by 3 feet.

Sneak Attack (1/turn). Blackbeard deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Blackbeard that isn’t incapacitated and Blackbeard doesn’t have disadvantage on the attack roll.


SPECIAL TRAITS

Athletic. Blackbeard can stand up from being prone with only 5 feet of his movement, climbing doesn’t cost him extra movement, and he only has to move 5 feet before making a running long jump or running high jump.

Mobility. Blackbeard can Dash through difficult terrain without requiring additional movement. Whenever he makes an attack against a creature, he doesn’t provoke opportunity  attacks from that creature until the end of his turn.


ACTIONS

Extra Attack. Blackbeard attacks twice when he takes the Attack action.

Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Dagger (4). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

Pistol (6). Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 8 (1d10+3) piercing damage.

Musket. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 9 (1d12+3) piercing damage.


REACTIONS

Uncanny Dodge. When an attacker Blackbeard can see hits him with an attack, Blackbeard can use his reaction to halve the attack’s damage against him.


BONUS ACTIONS

Cunning Action (1/turn). Blackbeard can use a bonus action to take the Dash, Disengage, Hide, Use Object action, Dexterity (Sleight of Hand) check, or to use thieves’ tools to disarm a trap or open a lock.

Second Wind (1/short rest). On his turn, Blackbeard can use a bonus action to regain 1d10+7 hit points.

Hair Fuses

(1/10 lb., 3 gp).

These small wicks and glued strips powdered with gunpowder are worn in the hair, usually at the ends of long braids or in a voluminous beard. You can use an action or bonus action to light these fuses, rolling 1d12. On a 12, the fuses all ignite at once and you take 1d6 fire damage. Otherwise they burn for 1 minute and give you advantage on Charisma (Intimidation) checks, but disadvantage on all other Charisma checks

Description

We’re on the high seas with one of the most infamous pirates in all of history: Edward Teach, or as he’s better known, Blackbeard.

The precise origins of Edward Teach have eluded historians but it’s largely believed he was born sometime around 1680 and there’s evidence he was a mariner (probably on a privateer ship, which isn’t too far from piracy) during the War of the Spanish Succession. Blackbeard’s beginnings are a little more concrete—the first reports of his infamous pirate career began in 1717— and he became a terror of the waters off the Americas and in the Bahamas for two years, the peculiarities of his appearance gripping the public’s imagination near the end of that first year.

What marked Blackbeard as unique was that he avoided being particularly vicious or dishonorable, playing more on psychological fears than genuine, repetitive brutality, instead making the most out of his reputation and fierce, wiry, black-bearded, lit-fused appearance. Before he was finally killed (for a sizable bounty of 100 pounds and in a fight where his forces were outnumbered two-to-one) he blockaded Charles Town in South Carolina, formed a fleet of rogue ships able to overcome contingents of the British Royal Navy, commanded scores of buccaneers, and nearly acclimated

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.